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{{DISPLAYTITLE:Shadow Generations Shaders - Common_d}}
{{DISPLAYTITLE:Shadow Generations Shaders - Common_d}}
[[Shadow Generations Shaders|Return to shaders list]]
[[Shadow Generations Shaders|Return to shaders list]]
 
== Overview ==
A standard PBR shader with no special logic.
{{SXSG Shader Behavior
| model=2
}}
A standard PBR shader with no special behavior.


=== Related shaders ===
=== Related shaders ===
* [[Shadow Generations Shaders - Common_dn|Common_dn]]
* [[Shadow Generations Shaders - Common_dp|Common_dp]]
* [[Shadow Generations Shaders - Common_dp|Common_dp]]
* [[Shadow Generations Shaders - Common_dn|Common_dn]]
* [[Shadow Generations Shaders - Common_dpn|Common_dpn]]
* [[Shadow Generations Shaders - Common_dpn|Common_dpn]]
* [[Shadow Generations Shaders - Common_dpna|Common_dpna]]
* [[Shadow Generations Shaders - Common_dpna|Common_dpna]]
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== Behavior ==
== Behavior ==


* Supports [[Hedgehog Engine 2 - Deferred Rendering|deferred rendering]]
=== Vertex Colors ===
* Supports compute instancing
 
* Supports [[Mesh Layers#Transparent|transparency blending]]
* Color is multiplied into the <code>diffuse</code> texture color
* Supports [[Mesh Layers#Punch-through|transparency clipping]]
* Alpha is multiplied into the <code>diffuse</code> texture alpha.
* Uses the [[Hedgehog Engine 2 - Physically Based Rendering (PBR)|PBR lighting model]]
 
* Uses [[Hedgehog Engine 2 - Weather|weather effects]]
<div style="clear: both"/>
* Uses the default shading model
 
* Vertex colors, including alpha, get combined with the diffuse texture via multiplication. (Only if they are not already used for vertex animation textures)
== Material Inputs ==


== Textures ==
=== Textures ===


{| class="wikitable" width="100%"
{{Shader Texture Table Header}}
|+
! width=10% |Name
! width=1% |Index
!Info
|-
|<code>diffuse</code>
|0
|A standard [[Hedgehog Engine 2 - Textures#Albedo|albedo]] texture.


Uses alpha channel for transparency.
!<code>diffuse</code>
|0||0||[[Hedgehog Engine 2 - Textures#Albedo|Albedo]]
|colspan="3"|[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color
|Transparency


Uses the 1st UV channel.
|}
|}


== Parameters ==
=== Parameters ===
 
{{Shader Parameter Table Header}}


{| class="wikitable" width="100%"
!<code>PBRFactor</code>
|+
! width=10% |Name
! X
! Y
! Z
! W
|-
|<code>PBRFactor</code>
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Smoothness|Smoothness]] factor
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Smoothness|Smoothness]] factor
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Metallic|Metallic]] factor
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Metallic|Metallic]] factor
| N/A
| N/A
|}
|}


== Technical ==
== Technical ==


Uses the default vertex shader.
Uses the [[Shadow_Generations_Shaders_-_common_vs|default vertex shader]].


{| class="mw-collapsible mw-collapsed wikitable" width="300px"
{| class="mw-collapsible mw-collapsed wikitable" width="300px"

Latest revision as of 13:51, 11 August 2025

Return to shaders list

Overview

Shader Behavior Overview
Shader model:

   [2] Standard (PBR)

A standard PBR shader with no special behavior.

Related shaders

Behavior

Vertex Colors

  • Color is multiplied into the diffuse texture color
  • Alpha is multiplied into the diffuse texture alpha.

Material Inputs

Textures

Name

Index

UV Index

Kind

Red

Green

Blue

Alpha

diffuse 0 0 Albedo Albedo color Transparency

Parameters

Name

X

Y

Z

W

PBRFactor Specular factor Smoothness factor Metallic factor N/A

Technical

Uses the default vertex shader.

Shader Features
is_compute_instancing
is_use_tex_srt_anim
enable_deferred_rendering
enable_alpha_threshold
is_use_gi_prt
is_use_gi_sg
is_use_gi
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